Base Class: Ranger
Trained by some of the finest sharpshooters on Toril, you have developed a fine skill for gunslinging – and pursuing those that evade the law. Whoever they once were, their badge now finds itself in your possession, as it has become your duty to track down and persecute the unruly. Those who walk the right path find themselves with warmth in their heart from your security, and those in shady corners find themselves looking over their shoulder in fear of the bondsman.
Level 3: Bondsman Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bondsman Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
| Ranger Level | Spells |
|---|---|
| 3 | Alarm |
| 5 | Arcane Lock |
| 9 | Beacon Of Hope |
| 11 | Banishment |
| 13 | Dominate Person |
Level 3: Lawful Watch
Once per long rest, you may produce a Wanted Poster for any target that you have seen within the week – this will mark them for bounty. While a target is marked for bounty, they will have disadvantage in both deception and persuasion rolls – as their portrait is now tainted by their status as a criminal.
You may recall two important details from a select list about your bounty. You may recall another piece of information from the list at 5th, 7th, 11th, and 17th level.
| Information that may be gained |
|---|
| Real Name and Aliases (if applicable) |
| Race, and Abilities |
| Class, and Subclass Features (if applicable) |
| Resistances, and Weaknesses |
| Religion, and Allegiances |
| Base of Operations, and Notable Rest Stops (within 7 days) |
Base of Operations, and Notable Rest Stops (within 7 days)
The poster you hold now contains information regarding your Bounty's frequently visited locations, such as safehouses, outposts, and other notable stops.
Class, and Subclass Features (if applicable)
The poster you hold now contains information regarding your Bounty's class, subclass, and any relevant information surrounding their profession.
Race, and Abilities
The poster you hold now contains information regarding your Bounty's race, alongside any benefits they get from their blood.
Real Name and Aliases (if applicable)
The poster you hold now contains information regarding your Bounty's real name, alongside any aliases they may have used during their spree of crime.
Religion, and Allegiances
The poster you hold now contains information regarding your Bounty's faith, and allegiances, including notable companions and deities they may be devout to.
Resistances, and Weaknesses
The poster you hold now contains information regarding your Bounty's resistances, weaknesses, and immunities.
Level 3: Peacekeeper's Presence
At 3rd level, you have gained a mighty reputation that strikes fear into the hearts of the unlawful. You gain proficiency in intimidation rolls.
Level 7: Southern Hospitality
By 7th level, you have become so renowned for your services to your community that your very presence brings security to those around you.
As a bonus action, you can cast a modified variant of Power Word Fortify without expending a spell slot. Instead of the standard 120 temporary hit points, you have an amount equal to your total class level multiplied by 10. Once you use this feature, you can’t use it again until you finish a short or long rest.
Level 11: Markman’s Favour
By 11th level, you’ve been gifted the ornately-decorated six-shooter of your predecessor. Some may call it pedantic, however you’d argue you’re just taking pride in your craft.
You gain 4 Trigger Points. 1 expended use may be recovered after a short rest, and all expended uses may be recovered after a long rest. As an action, you may expend a Trigger Point to Fan The Hammer. This allows you to make a ranged attack against up to 6 creatures within 60ft. If hit, each creature takes 2d8 Piercing damage. You may target a creature more than once, at the expense of hitting less targets.
When you take an action to attack with a light weapon, you may follow up with the fast firing of your six-shooter as a bonus action without discarding a Trigger Point. This deals 1d8 Piercing damage. Any proficiency with firearms is disregarded.
Level 15: Showdown
Your reputation has started to exceed you greatly, with some of Toril's more respectful criminals wishing to challenge its righteous defender to a duel. You have now gained the ability to challenge creatures to Compelled Showdowns. You have also gained the High Noon ability, which allows you to engage in an opposed check against one creature of your choice in a ranged weapon shoot-out.
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